Search found 88 matches
- Wed Sep 25, 2013 8:34 pm
- Forum: Mapping and Modding
- Topic: Jungle/Caribbean Tileset (work thread)
- Replies: 40
- Views: 59521
- Wed Sep 25, 2013 8:22 pm
- Forum: General Discussion
- Topic: Turrets on vessels drawing
- Replies: 6
- Views: 6834
- Sat Sep 21, 2013 8:25 pm
- Forum: General Discussion
- Topic: Turrets on vessels drawing
- Replies: 6
- Views: 6834
- Thu Sep 19, 2013 7:44 pm
- Forum: General Discussion
- Topic: Turrets on vessels drawing
- Replies: 6
- Views: 6834
- Wed Sep 18, 2013 6:17 pm
- Forum: General Discussion
- Topic: Turrets on vessels drawing
- Replies: 6
- Views: 6834
Turrets on vessels drawing
How does OpenRA draw the turrets on vessels like the Cruiser? How does it adjust the turret drawing for the Cruisers rotation? The turrets themselves are loose files and not part of the graphics (unlike turrets on tanks).
- Wed May 22, 2013 5:02 am
- Forum: Mapping and Modding
- Topic: reaperrr's OpenRA shp fixes
- Replies: 9
- Views: 10950
Alright, I've added the MGG with shadow and gave you credit in the patch feature list, I need to update the actual document dedicated to giving contributors credits (it's outdated since the last release) which I'll do in a few days. I'm really interested in the other fixes, the SAMFIRE.SHP isn't tha...
- Mon May 20, 2013 10:54 am
- Forum: Mapping and Modding
- Topic: reaperrr's OpenRA shp fixes
- Replies: 9
- Views: 10950
- Sun May 19, 2013 9:27 pm
- Forum: Mapping and Modding
- Topic: reaperrr's OpenRA shp fixes
- Replies: 9
- Views: 10950
I'm interested in any of the fixes that also apply to Red Alert. I actually posted a topic on the cnc-comm.com forums asking if someone could fix the Mobile Gap Generator a few days ago. Could you post screenshots of all your fixes (that are also applicable to Red Alert 1) and how they're different ...
- Thu Apr 04, 2013 12:36 pm
- Forum: Mapping and Modding
- Topic: SHP Tools
- Replies: 20
- Views: 23540
- Sun Mar 03, 2013 11:08 am
- Forum: General Discussion
- Topic: Unit formations.
- Replies: 7
- Views: 6946
The formations key in RA95 sounds like a sensible idea: http://ra.afraid.org/html/ra/hotkeys.html Hitting F lets all selected units move at the speed of the slowest unit. That's what it's supposed to do, what it actual does it set the speed of units in a group to the speed of the last unit in the g...
- Thu Feb 14, 2013 9:22 pm
- Forum: Mapping and Modding
- Topic: [MOD] RA Classic - a Red Alert 1 inspired mod
- Replies: 98
- Views: 305222
- Wed Feb 13, 2013 10:00 pm
- Forum: General Discussion
- Topic: Left click is great but click+drag deselects everything.
- Replies: 4
- Views: 4328
- Wed Feb 13, 2013 9:58 pm
- Forum: General Discussion
- Topic: Engineers - what have been people's ideas to moderate?
- Replies: 45
- Views: 29435
- Wed Feb 13, 2013 9:49 pm
- Forum: Mapping and Modding
- Topic: [MOD] RA Classic - a Red Alert 1 inspired mod
- Replies: 98
- Views: 305222
I'd go about using the same sidebar that RA95 used and also the same options menu button (the OpenRA red buttons with white text look awful). RA95 uses very simple code for drawing the sidebar, Here's an example of how RA95 looks in high res: http://i.imgur.com/vER1aFD.png Now the important parts: -...
- Mon Feb 11, 2013 7:50 pm
- Forum: Mapping and Modding
- Topic: Terrain Expansion [RA][D2K]
- Replies: 149
- Views: 142182